Turn 53, 1880 BC: Load the save and have another quick look. One thing I do decide to change is move the worker sitting on the stone to the marble. I'm thinking it would be best to improve the marble for the +4
before improving the stone. Cupertino grows in 4 turns and will be at our happiness limit at that point, so I'd rather do the marble before the stone.
Turn 54, 1840 BC: We are able to start a pantheon. I look at it for a while and considering our current predicament, I finally decide to go with 'God of the Seas'. I've never chosen this one before but with only three cities and 8 sites to use fishing boats on, it seems like a fairly good one. Our Trireme I send back towards home for now.
IBT: Maria enters the Classical Age and we learn Masonry.
Turn 55, 1800 BC: Our scout pops a goody hut for 20
. The worker begins improving the marble and we start researching Bronze Working (8 turns).
Turn 57, 1720 BC: Cupertino grows to a population of 6.
IBT: Isabella enters the Classical Age.
Turn 58, 1680 BC: The other worker finishes his farm, so I send him to the stone. Our scout meets the Ottomans who don't have Writing yet.
Tur 59, 1640 BC: Cupertino Library -> Settler (11 turns).
Turn 60, 1600 BC: Worker arrives at the stone and starts to improve it.
Turn 61, 1560 BC: We complete Bronze Working, but unfortunately there's no iron in sight. We start research on Archery.
I stop at turn 63 with the following thoughts...
Research: We're one turn short of learning Archery. After that I'm inclined to go for Calendar so we can improve the dyes (2 sources) and the cotton. After Calendar I'm considering The Wheel before going for Philosophy. I state why in the next section.
2nd City: 1NW of the scout. That's three tiles of road, so even with our capital being at size 6 and the new city being at size 1 we'd still earn 0.2
/turn. It isn't much and at first we'll lose gold while building the road, but at the same time our workers are going to run out of things to do very quickly.
3rd City: Either 1E of the warrior standing on the cow or on the cow to grab that fish three hexes W. I hate to lose the cow, but the improved fish would provide a lot more food then the improved cow.
Scout & Trireme: Our Trireme has reached the hexes just south of our western mountain range, so hopefully the next player can scout the northern coast. Our scout found the northern tundra and it seems like the Ottomans are having quite a few issues with the barbs. I tried to explore the tundra some, but too many barbs, so the scout turned back south and is currently following the Ottomans western border.
Sorry about the lack of screenshots.
Roster:
Methos
dojoboy <- Up!
2cool4civ MIA
EricTheGreat12 skipped

Turn 54, 1840 BC: We are able to start a pantheon. I look at it for a while and considering our current predicament, I finally decide to go with 'God of the Seas'. I've never chosen this one before but with only three cities and 8 sites to use fishing boats on, it seems like a fairly good one. Our Trireme I send back towards home for now.
IBT: Maria enters the Classical Age and we learn Masonry.
Turn 55, 1800 BC: Our scout pops a goody hut for 20

Turn 57, 1720 BC: Cupertino grows to a population of 6.
IBT: Isabella enters the Classical Age.
Turn 58, 1680 BC: The other worker finishes his farm, so I send him to the stone. Our scout meets the Ottomans who don't have Writing yet.
Tur 59, 1640 BC: Cupertino Library -> Settler (11 turns).
Turn 60, 1600 BC: Worker arrives at the stone and starts to improve it.
Turn 61, 1560 BC: We complete Bronze Working, but unfortunately there's no iron in sight. We start research on Archery.
I stop at turn 63 with the following thoughts...
Research: We're one turn short of learning Archery. After that I'm inclined to go for Calendar so we can improve the dyes (2 sources) and the cotton. After Calendar I'm considering The Wheel before going for Philosophy. I state why in the next section.
2nd City: 1NW of the scout. That's three tiles of road, so even with our capital being at size 6 and the new city being at size 1 we'd still earn 0.2

3rd City: Either 1E of the warrior standing on the cow or on the cow to grab that fish three hexes W. I hate to lose the cow, but the improved fish would provide a lot more food then the improved cow.
Scout & Trireme: Our Trireme has reached the hexes just south of our western mountain range, so hopefully the next player can scout the northern coast. Our scout found the northern tundra and it seems like the Ottomans are having quite a few issues with the barbs. I tried to explore the tundra some, but too many barbs, so the scout turned back south and is currently following the Ottomans western border.
Sorry about the lack of screenshots.
Roster:
Methos
dojoboy <- Up!
2cool4civ MIA
EricTheGreat12 skipped